Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Anyway, lining up a row of splitters in front of the machines is fine. Yes, it takes time, possibly a long time, for everything to ramp up to running 100% of the time if you don't pre-fill them, but once it's there, it's just as efficient as meticulously balancing the input for all machines.
You can line up your splitters like this to save on space for the 4 input makers (manufacturers): https://imgur.com/7n5rgKg. The splitter hit box is 4 steps back from the mamufacturers.
Yup.
Also yup. Though there are a couple of edge cases I can think of where balancing is a really good idea. And I really literally just mean a couple.
You know, I think I have a better idea. Add something similar to a pipe's valve which lets us throttle a belt to an arbitrary speed.
https://en.wikipedia.org/wiki/Bus_(computing)
Yes, I'm mostly discussing "balanced" input manifolds for manufacturers.
I'll give y'all that I'm not using whatever terminologies have been agreed upon, but I'm not sure I'm wrong (not that I care over much, just clarifying). I got software and civil engineering in my background, so ya know...
I'm really surprised to find I'm the OCD guy in this situation... I guess I'll just hop back on the "bus" then.
Well, you can kinda do that by using v5 belts on the 'bus' outputs, and v3 for the maker outputs, but it doesn't stop the splitter from the round-robin distribution, so it only kinda works.
I'm gonna put my 2n2 SmartBus Splitter idea in suggestions once I think on it a bit more.
Now I do 95% of my load balancing via over or under-clocking particular machines, which gives you a lot more freedom than using splitters and mergers as you can specify the exact percentage. You can just split the output merger line from a row of machines as required and it uses no extra belts or space at all.
here's an example shot since you liked the last one ;)
https://steamcommunity.com/sharedfiles/filedetails/?id=2561941343
the line of smelters at top left have one machine underclocked to achieve perfect numbers in 2 directions.
Several times now I've come to this forum for advice and/or inspiration, and often received it. It's a solo game, and prone to rabbit holes (which I'm prone to explore... sigh).
Thanks y'all for indulging me.
PS, I'm still gonna make "balanced" input manifolds for the first stage makers, like refineries and foundries and such. But in general I get what y'all are sayin'...
I'm already doing that sort of thing and it helps but it really only solves the basic issue in the rare situation where a machine draws exactly 60, 120, 270, or 480 mats/min.
As an arbitrary example, let's suppose you have an array of machines each drawing 12.34 ingots/min. If you could set a governor on each feed belt which would limit the feed rate to 12.34 ingots/min to match the machine, all machines would then be getting exactly what they need and the ingot buffers would be unable to fill up until the outputs where backed up.
You're not *technically* wrong but there are reasons for distinguishing these specific terminologies as they apply to this style of game. For example - While a balanced manifold is technically still a kind of manifold, balancing is not actually needed *most* of the time so it's important to distinguish the rare niche situation where it is important that the belts are balanced. Because of this, the two terms evoke very different requirements.